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6,949 Commits over 1,127 Days - 0.26cph!

10 Days Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
10 Days Ago
waterpistol_fix -> main
10 Days Ago
Fix waterpistol error during manifest generation
10 Days Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
10 Days Ago
boataicoordinate_tryclaim_fix -> main
10 Days Ago
Ensure dead drivers dont keep stale HasDriver flags around
10 Days Ago
boataicoordinate_tryclaim_fix -> main
10 Days Ago
boat_ai_movement_improvements -> main
10 Days Ago
workshopskin_warmup_server -> main
10 Days Ago
repairbench_reskin_stall_fix -> main
10 Days Ago
radiation_watergun_fix -> main
10 Days Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
11 Days Ago
- Minor code cleanup
11 Days Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
11 Days Ago
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
11 Days Ago
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
11 Days Ago
Fix streams in waterguns not being colored for radwater
11 Days Ago
- Ensure boats spawn on the edge then travel inwards - Code cleanup
11 Days Ago
Use own custom convar for egress
11 Days Ago
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
11 Days Ago
Cant take the pt boat out of the deepsea (just like the other boats)
11 Days Ago
New roaming boats: 1-2 boat groups will now patrol off the coast of the main island periodically before leaving the map. Roaming crews only fight geared or armed players they can see, or anyone who attacks them (same as patrol heli). Boats can be stolen and taken by players.
11 Days Ago
boat_scientists_improvements -> main
11 Days Ago
Only attempt turns when we can actually see the player
11 Days Ago
boat_scientist_improvements -> main
11 Days Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
11 Days Ago
replicated_convar_error_change -> main
11 Days Ago
item_pool_expansion -> main
11 Days Ago
sprinkler_fixes -> main
11 Days Ago
radwater_color_throw_fix -> main
11 Days Ago
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
11 Days Ago
If the target is no longer valid then move on to someone we can see, or bail out
11 Days Ago
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
11 Days Ago
Swap 'Replicated convar not found on client' to a warning for this patch I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates (fine to swap back to an error next patch)
11 Days Ago
Item pool 512 -> 2,048 We really should have a bigger default item pool. We are consistently overflowing it. - Do Remove works in batches - Loot container resets in batches
11 Days Ago
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain - Fixed sprinklers sometimes having a null fuel type for .1 seconds - Fixes radwater tint flicker on circuit and output changes
11 Days Ago
Radwater splashes use green effect variants; sprinklers no longer start with plain water - Viewmodel support - Water gun/pistol support - ParticleSystemTint is no longer an IEffect
12 Days Ago
Merge fixes
12 Days Ago
network_lods -> main (off by default)
12 Days Ago
main -> network_lods (breaking)
13 Days Ago
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13 Days Ago
- Net LODs use 16m position cells for all ranges instead of cached group lists - Set network lods to be off by default - Profiling - Code cleanup
14 Days Ago
Cleaner way for the client to grab lod ring on its side
14 Days Ago
Minor code cleanup
15 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
15 Days Ago
main -> network_lods
15 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
15 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
15 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
15 Days Ago
More merge fixes - Codegen